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<blockquote data-quote="Mal Malenkirk" data-source="post: 4879316" data-attributes="member: 834"><p>[sblock=Status]</p><p>I'm sorry, this really should have been there last post. I just forgot.</p><p></p><p>The pink squares are trolleys on which to put the bodies. Wheels aren't exactly what you would be used to in a modern hospital. With a move action and an athletic check DC 10 you can move them one square. For every 5 points by which you beat 10, you can move them an extra square. Thugs automatically suceed in moving them 1 (and only 1) square if they try. </p><p></p><p>Andrec : 19/22 [4] </p><p>Jarel Karn: 37 /37 [11] AP </p><p>Matlal : 31/31 [11] AP</p><p>Mesa : 23/26 [7] </p><p>Montroya : 21/24 [6] </p><p>Tor : 26/31 [6] </p><p></p><p>I spent healing Surge as seemed appropriate; if you want your character to have spent one more during the short rest, just say so.</p><p></p><p>Necromancer Jarec (currently He on the map because I distractedly used his D&D compendium name... I will change it to Ja next time)</p><p>Perception 12; low-light vision</p><p>HP 47; Bloodied 23</p><p>AC 14; Fortitude 13, Reflex 14, Will 16</p><p>Dark Staff Strike (Standard, at-will) </p><p>+7 vs Armor Class; 1d6+1 damage.</p><p> </p><p>Human Thug (T)</p><p>Perception 10</p><p>HP 1; a missed attack never damages a minion.</p><p>AC 14; Fortitude 13, Reflex 11, Will 11</p><p>Club (Standard, at-will) Weapon</p><p>+5 vs Armor Class; 2 damage.</p><p><strong>A human thug gains a +2 power bonus to all defenses while at least two other human thugs are within 5 squares of it.</strong></p><p></p><p>Halfling Thief (Ht) (At J3, don't know why I forgot to put him on the map)</p><p>Perception 11</p><p>HP 34; Bloodied 17</p><p>AC 16; Fortitude 13, Reflex 15, Will 14</p><p>Dagger (Standard, at-will) Weapon</p><p>+7 vs Armor Class; 1d4+3 damage.</p><p> </p><p>Zombie</p><p>Perception 10; darkvision</p><p>HP 40; Bloodied 20</p><p>AC 13; Fortitude 13, Reflex 9, Will 10</p><p>Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant</p><p>Slam (Standard, at-will) </p><p>+6 vs Armor Class; 2d6+2 damage.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Mal Malenkirk, post: 4879316, member: 834"] [sblock=Status] I'm sorry, this really should have been there last post. I just forgot. The pink squares are trolleys on which to put the bodies. Wheels aren't exactly what you would be used to in a modern hospital. With a move action and an athletic check DC 10 you can move them one square. For every 5 points by which you beat 10, you can move them an extra square. Thugs automatically suceed in moving them 1 (and only 1) square if they try. Andrec : 19/22 [4] Jarel Karn: 37 /37 [11] AP Matlal : 31/31 [11] AP Mesa : 23/26 [7] Montroya : 21/24 [6] Tor : 26/31 [6] I spent healing Surge as seemed appropriate; if you want your character to have spent one more during the short rest, just say so. Necromancer Jarec (currently He on the map because I distractedly used his D&D compendium name... I will change it to Ja next time) Perception 12; low-light vision HP 47; Bloodied 23 AC 14; Fortitude 13, Reflex 14, Will 16 Dark Staff Strike (Standard, at-will) +7 vs Armor Class; 1d6+1 damage. Human Thug (T) Perception 10 HP 1; a missed attack never damages a minion. AC 14; Fortitude 13, Reflex 11, Will 11 Club (Standard, at-will) Weapon +5 vs Armor Class; 2 damage. [B]A human thug gains a +2 power bonus to all defenses while at least two other human thugs are within 5 squares of it.[/B] Halfling Thief (Ht) (At J3, don't know why I forgot to put him on the map) Perception 11 HP 34; Bloodied 17 AC 16; Fortitude 13, Reflex 15, Will 14 Dagger (Standard, at-will) Weapon +7 vs Armor Class; 1d4+3 damage. Zombie Perception 10; darkvision HP 40; Bloodied 20 AC 13; Fortitude 13, Reflex 9, Will 10 Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant Slam (Standard, at-will) +6 vs Armor Class; 2d6+2 damage. [/sblock] [/QUOTE]
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